Content
◈Backstory ◈Overview ◈ Normal Moves ◈ Universal moves◈ Special moves
Jefferson Degrey is a lawyer who fights for justice his primary motivation is exposing the truth and its primary physical skill is punching. Degrey was granted unnaturally long life by Persephone and she left behind her ghostly friend to watch over Degrey and make sure he keeps up his quest of fighting tyrants
- strong rushdown
- lots of + moves
- good frame trap kit
- great counterhit combos
- strong anti-projectile game


Health - 6
Charge Time(Super Meter) - 15s Recharge Time(ghost) - 61F(air 48F) |
Pre-Jump Startup: 3F (universal)
Wakeup -38f (universal) |
Play Style
rushdown, frame traps
Normal Moves |
Punch
5A
A
up slap!
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a standard punch, decent range, can cancel into B or C on hit or block
Punch of Justice
5AA
A,A
,
up slap!
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a standard punch but with justice, surprisingly good range travels forward quite a bit, can cancel into B or C on hit or block, can be part of a pseudo 4 damage combo with AA>AA
Elbow Lunge
6A
fA
up slap!
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long range poke that can easily catch people trying to jump, can cancel into B or C on hit or block, throw invulnerable frames 13-32
Ground Pound
4A
bA
up slap!
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a long range move that launchers the opponent on counter hit allowing for a follow up combo, a basic part of his frame trap kit
Aerial Punch
j5A
j upA
back fist!
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A good space control and anti air option, causes a ground bounce on counter hit
Two-Fisted Punch
j4/6A
jf/bA
,
up slap!
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strong jump in with a small hit box, ok air to air, decent crossup option, allows for a follow up on air counterhit
Universal Moves |
Throw
4A+j or 5/6A+J
T(A+J)
or
+
up slap!
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just a standard throw, causes knockdown, back version switches sides with the opponent
Yomi Counter
5
no input
up slap!
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yomi counter by having no inputs in the buffer on active frame of opponents throw, causes knockdown and refills your super to maximum
Special Moves |
Counter-Point Step
B
B
up slap!
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first part of an offensive chain, dashes back then forward quickly, is fully immune for the first 9 frames. leads into several offensive options
Daggerfall
B>A
B>A
>
up slap!
the quickest of the step follow ups, very + on block, can easily setup frame traps with this, or just bully opponents without good options to deal with it. +25 on counter hit allows you to do whatever you want!
Tyrant Crusher
B>B
B>B
>
up slap!
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does 2 damage, crushes armor, can hit low airborne opponents, heavily punishable on block unless spaced at maximum range, throw immune frames 1-12, knocks down on hit
Justice Kicks
B>C
B>C
>
up slap!
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solid anti air option, fully invulnerable frames 1-20, multi hitting, very punishable on block, knocks down on hit
Ghost
C
C
up slap!
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a psuedo projectile that is active for ~60 frames, travels forward about half screen, can absorb up to 2 projectiles( 'destroyed' on the 3rd hit) causes chip damage on block, on hit puts the opponenet in a special hitstun animation for about 50 frames
Flying Kick
jB
jB
up slap!
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a decent air to air option, part of a 3 chip damage corner setup, can cancel into a second air B
Flying Kick 2
jB,B
jB,B
,
up slap!
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a decent air to air option, part of a 3 chip damage corner setup, can combo if the first air B counter hits
Air Ghost
jC
jC
up slap!
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air version of ghost with down forward movement arc, can be used to stop Degreys air momentum dead
Super Moves |
Ghost Riposte
S
S
up slap!
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a powerful counter super, strike invincible frames 1-5, counters all strikes during active frames and leads into a cinematic 2 damage super that knocks down and sends them almost full screen.
Final Arbiter
jS
jS
up slap!
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powerful air super that travels forward with a slight arc, can actually crossup at some specific ranges. knocks down on hit, does 3 damage on counter hit!